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Full Version: Increasing sound volume
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Whenever I play a sound after a scare or whatever, it's not loud at all. Is there any way to make it louder? For instance, changing where the entity is played, etc.
Have tried to play it on the player? Smile
(02-22-2012, 10:11 PM)SilentStriker Wrote: [ -> ]Have tried to play it on the player? Smile
I just did, it didn't seem to help. It played and everything, but I've played other custom stories where something scary happens and the sound is right in my ears. At the moment it seems to be distant.

(02-23-2012, 12:06 AM)BadCoverMan Wrote: [ -> ]
(02-22-2012, 10:11 PM)SilentStriker Wrote: [ -> ]Have tried to play it on the player? Smile
I just did, it didn't seem to help. It played and everything, but I've played other custom stories where something scary happens and the sound is right in my ears. At the moment it seems to be distant.
Can you post the script that you are using?
(02-23-2012, 01:00 AM)flamez3 Wrote: [ -> ]
(02-23-2012, 12:06 AM)BadCoverMan Wrote: [ -> ]
(02-22-2012, 10:11 PM)SilentStriker Wrote: [ -> ]Have tried to play it on the player? Smile
I just did, it didn't seem to help. It played and everything, but I've played other custom stories where something scary happens and the sound is right in my ears. At the moment it seems to be distant.
Can you post the script that you are using?
Absolutely, here it is.

Spoiler below!

{
if(ScriptDebugOn())
{
GiveItemFromFile("lantern", "lantern.ent");
SetPlayerLampOil(100.0f);
}
AddEntityCollideCallback("Player", "StudyArea", "CollideStudy", true, 1);
AddEntityCollideCallback("Player", "FlyingJesus", "HolyJesus", true, 1);
AddEntityCollideCallback("Jesus_1", "FlyingJesus", "Sound", true, 1);
AddEntityCollideCallback("Player", "Push", "PushScare", true, 1);
AddEntityCollideCallback("Player", "DoorSlam", "SlamDoor", true, 1);
FadeOut(0);
AddTimer("FadeIn_1", 1, "Intro");
AddTimer("Music_1", 4, "Intro");
AddTimer("Stop_1", 64, "Intro");
}

void CollideStudy(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("LockedDoor_1", true, true);
PlaySoundAtEntity("", "scare_slam_door.snt", "StudyArea", 0, false);
}

void HolyJesus(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Jesus_1", true);
AddPropForce("Jesus_1", -40000, 0, 0, "World");
}

void Sound(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "24_iron_maiden.snt", "FlyingJesus", 0, false);
}


(02-23-2012, 04:21 AM)BadCoverMan Wrote: [ -> ]
(02-23-2012, 01:00 AM)flamez3 Wrote: [ -> ]
(02-23-2012, 12:06 AM)BadCoverMan Wrote: [ -> ]
(02-22-2012, 10:11 PM)SilentStriker Wrote: [ -> ]Have tried to play it on the player? Smile
I just did, it didn't seem to help. It played and everything, but I've played other custom stories where something scary happens and the sound is right in my ears. At the moment it seems to be distant.
Can you post the script that you are using?
Absolutely, here it is.

Spoiler below!

{
if(ScriptDebugOn())
{
GiveItemFromFile("lantern", "lantern.ent");
SetPlayerLampOil(100.0f);
}
AddEntityCollideCallback("Player", "StudyArea", "CollideStudy", true, 1);
AddEntityCollideCallback("Player", "FlyingJesus", "HolyJesus", true, 1);
AddEntityCollideCallback("Jesus_1", "FlyingJesus", "Sound", true, 1);
AddEntityCollideCallback("Player", "Push", "PushScare", true, 1);
AddEntityCollideCallback("Player", "DoorSlam", "SlamDoor", true, 1);
FadeOut(0);
AddTimer("FadeIn_1", 1, "Intro");
AddTimer("Music_1", 4, "Intro");
AddTimer("Stop_1", 64, "Intro");
}

void CollideStudy(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("LockedDoor_1", true, true);
PlaySoundAtEntity("", "scare_slam_door.snt", "StudyArea", 0, false);
}

void HolyJesus(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Jesus_1", true);
AddPropForce("Jesus_1", -40000, 0, 0, "World");
}

void Sound(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "24_iron_maiden.snt", "FlyingJesus", 0, false);
}

In play sound atentity, your making the sound follow the prop. Instead of the Flying corpse, add "Player"